User:Noteperson

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Cirrus Maximus, featuring a strong turnout for the home team

I made a stadium for /mlp/, the Cirrus Maximus. Some people seem to like it.

If you'd like to talk about custom stadium design, feel free to contact me on Skype.

Personal Information

Trip: Noteperson !!OaxI+wTW5//

Skype: Noteperson

Stadium Export Tutorial

Follow these steps to export a stadium file from Blender using the PES Blender Stadium Export (BSE) tool by Suat CAGDAS 'sxsxsx', which can be found here.

Initial setup:

  • Place pes_temp folder in Blender install directory
  • Place BSE python script (pes_stad_exp.py) in Blender Appdata scripts addons folder (e.g.: .../Blender/2.71/scripts/addons)
  • Enable the add-on in Blender options

New stadium setup:

  • I'll refer to the folder into which you extracted the Blender Stadium Export tool as $BSE_UNZIP
  • Make a copy of $BSE_UNZIP/BSEv18_pes15/pes15_stads/ to edit for your new stadium (This directory I'll refer to as $PES16_STADS)
  • Create a $STADIUM subfolder in it
  • Edit $PES15_STADS/build_cpk.bat:
    • Change test_stadium to $STADIUM
    • Put in the correct path to the PES download directory ($PES16_DOWNLOAD)
  • Copy $BSE_UNZIP/BSEv18_pes15/game_files/database_files/common to $STADIUM
  • Copy $BSE_UNZIP/BSEv18_pes15/game_files/game_files/common to $STADIUM and merge with existing
  • Create a $STAD_BLENDER folder in $PES16_STADS
  • Copy $BSE_UNZIP/BSEv18_pes15/useful_files_pics/pes15_template.blend to $STAD_BLENDER
    • Rename it as desired

In Blender:

  • Open the blender file in $STAD_BLENDER
  • Select the PITCH object
  • Under the Scene tab of the Properties panel, go the the PES 2015 BSE area
  • In the Stadium ID Changer, set the common folder field to $STADIUM/common
  • In the Stadium ID Changer, set Old to stxxx and New to desired $STADID, e.g. st002
    • (A list of stadium IDs can be found in $BSE_UNZIP/BSEv18_pes15/useful_files_pics/)
    • Then press 'Change ID'
    • In bottom row of Changer, set first field to the 'New' stad ID, and second field to desired stadium name
    • Press 'Change Name'
  • Go to $STADIUM/common/bg/model/bg/bill/config/ and edit config.xml
    • If your stadium ID isn't already listed there, copy a line (e.g. the st007 line) and edit it to have your stadium's ID in the first and last entries (e.g. '2', 'st002')
  • In the first panel of the PES 2015 BSE dropdown, press the 'Create Main Parts' button
  • Select the shadow_plane object, go into edit mode, and Save as Image (into $STAD_BLENDER with RGB, no alpha) the field_shadow.png
    • Switch to the lightmap UV, Save as Image the field_AO (again, no alpha)
  • Select the pitch15_mesh, and go to the BSE Export Menu box
    • Choose desired time/weather mode from the combobox (e.g. DAY FINE)
    • Set the directory field to $STADIUM/common/bg/model/bg/stadium/$STADID/
    • Set Stad ID field to $STADID
  • In the Build CPL File box, set the directory field to $PES16_STADS/build_cpk.bat

Stadium editing in Blender:

  • Select the shadow_plane
    • In edit mode, paint field_shadow white
    • Once your stadium model is complete, you will bake shadows to this image
    • Save it
    • Switch to lightmap UV
    • Paint field AO off-white (bluish)
    • Once your stadium model is complete, you will bake AO to this image
    • Save it
  • In Object mode, create/add an object to the model
  • In Object mode Properties (N), under Shading, ensure Multitexture is selected and Shadeless enabled
  • In the BSE active object panel
    • Select a parent for the new object from the drop down
    • Press the SET button to assign the parent
    • Press the Add UVs button to create the base and lightmap UV layers for the object
  • Enter edit mode and create a color texture for the object
    • Save as Image to $STAD_BLENDER as *_color.png
  • Switch to lightmap UV layer
    • Create texture (can be of a smaller size), Save as Image (no alpha) to $STAD_BLENDER as *_lmap.png

Exporting your model:

  • Toggle on the Blender console to see conversion output messages
  • In BSE 'DDS Convert-Export Textures' box:
    • Press Export DDS Textures button
  • In BSE 'Export Menu' box:
    • Press Export Model Files button
  • In BSE 'Build CPK Files' box:
    • Press Build CPK button
  • Generate DpFileList.bin including your generated CPK last in the list in PES15 download folder
    • Can use DpFileListGenerator application, for example

NOTE that you must export once for each desired time/weather condition (DAY/FINE, DAY/RAINY, NIGHT/FINE, NIGHT/RAINY)

Run PES16 and enjoy the fruits of your labor!